What's the best way/method to get a smooth, well-rounded aircraft nose-cone without a lot of space to create a gradual curve, or by adding tonnes of mesh?
My main problem is that I either end up with a point on the nose (if I scale the end cap wayy down), or, I'm left with a flat surface for the nose tip. This is for a game, so I can't use subsurface (the nose looks superb when I do that BTW. I wish there was a way to apply subsurface to selections only! -- but that's a rant for another day ;)
I've tried: a) adding a capsule primitive and using just the rounded cap-end to then bridge to the fuselage loop. But because the nose profile is a bit oblong and rotated downward on the z axis, that makes aligning the cap-mesh addition with the existing fuselage loop vertices impossible for a flowing line and light topology. b) Adding a bunch of loops to cause the final fall off to be gradual, but while that solved the curve issue a bit, I just then added a lot of mesh, and in the end I still have a flat nose-end-point anyway!
I'm also constrained by the aircraft nose profile -- see the image. I essentially have just the short distance you see in the image between the last 2 loops to create a well rounded shape.
Here is what the nose looks like at this time: